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Old 04-02-2012, 12:37 AM   #1
Fallen Guardian
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Trigger Issue

Okay then. Today I was attempting to set up a trigger that would fire a conversation once the PC crossed it. Now, I've done this before and it worked perfectly, yet I hadn't placed an actual spot for the trigger, I just left it at 0,0,0 and did the Geometry. Now today, I tried that as well as many other methods all with no success. So, I followed the tutorial posted by Stoffe, Darth333, and the BioWare developer guide and Trigger's and still no success. Here's some screenshots of my UTT and GIT file as well as the script I have for the trigger's onenter. Now, I followed what Stoffe and teh BioWare deveopler guide said to do and add the Geometry coordinates to that of my Trigger's base location.

Show spoiler


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Code:
void main() {
    if (GetEnteringObject() != GetPartyMemberByIndex(0));
        return;
        
    if (!GetGlobalBoolean("DT_CHECK8") || GetLocalBoolean(OBJECT_SELF, 40))
        return;
        
        

    object oTalker = GetObjectByTag("k1r_assassin1");
    AssignCommand(oTalker, ClearAllActions());
    AssignCommand(oTalker, ActionStartConversation(GetFirstPC(), "k1r_assassin", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE));
    
    SetLocalBoolean(OBJECT_SELF, 40, TRUE);
}
Now I do get a warning from the compiler saying: Warning: "if" or "else" statement followed by a blank statement. (i.e. if (x); ), but this is basically the script that stoffe posted in the tutorial, just with my tags added in, as well as GetPartyMemberByIndex(0)) replacing GetPartyLeader()) because the compiler called GetPartyLeader an undeclared identifier. I think everything is the way it's supposed to be, but I can't be too certain as it doesn't work obviously. Does anyone have any ideas as to what I'm doing wrong?


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Old 04-02-2012, 02:03 AM   #2
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Code:
void main() {
    if (GetEnteringObject() != GetPartyMemberByIndex(0)); <== Get rid of this semicolon 
        return;
        
    if (!GetGlobalBoolean("DT_CHECK8") || GetLocalBoolean(OBJECT_SELF, 40))
        return;
        
        

    object oTalker = GetObjectByTag("k1r_assassin1");
    AssignCommand(oTalker, ClearAllActions());
    AssignCommand(oTalker, ActionStartConversation(GetFirstPC(), "k1r_assassin", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE));
    
    SetLocalBoolean(OBJECT_SELF, 40, TRUE);
}

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Old 04-02-2012, 04:00 AM   #3
Fallen Guardian
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Alright, I did that and it still won't fire.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version
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Old 04-02-2012, 04:41 AM   #4
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Try instead of using
Code:
AssignCommand(oTalker, ActionStartConversation(GetFirstPC(), "k1r_assassin", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE));
the following, which triggers the triggered NPC's (in this case "oTalker") own attached .dlg file.
Code:
AssignCommand(oTalker, ActionStartConversation(GetFirstPC(), "", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE));
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Old 04-02-2012, 07:47 AM   #5
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Your geometry in the .git file is all wrong. Your center point will be the coords you got from the whereami...in your case 114.10, 109.95, 0--leave these numbers where they are. Now, you are going to make a square around those coords. What I usually do is make it simple. I'll use a set of coords like....(2,2,0) (2,-2,0) (-2,2,0) (-2,-2,0)....I'll change the integer to 1 to make the trigger area smaller or some larger integer if I need it larger.

With the geometry you have now, your trigger area is huge..enormous..


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Just exactly what is a head-piece to the Staff of Ra?

http://www.lucasforums.com/showthread.php?t=206819

http://www.lucasforums.com/showthread.php?t=206541

http://www.lucasforums.com/showthrea...t=newbiemodder
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Old 04-02-2012, 01:03 PM   #6
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Alright HH, I'll try that.


Newbiemodder, is there anyway to judge the size the trigger will be in-game, or do I just have to keep experimenting?


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version
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Old 04-02-2012, 02:21 PM   #7
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Experimentation, my friend.


Who's more foolish, the fool or the fool that follows?

Just exactly what is a head-piece to the Staff of Ra?

http://www.lucasforums.com/showthread.php?t=206819

http://www.lucasforums.com/showthread.php?t=206541

http://www.lucasforums.com/showthrea...t=newbiemodder
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Old 04-02-2012, 02:24 PM   #8
Fallen Guardian
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Well, wouldn't be the first thing in KotOR. Thanks for all your help. It works now by the way.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version

Last edited by Fallen Guardian; 04-02-2012 at 02:33 PM.
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Old 04-02-2012, 02:53 PM   #9
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What fixed it?
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Old 04-02-2012, 06:33 PM   #10
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Quote:
Originally Posted by Hassat Hunter View Post
What fixed it?
This .

Let us know, I'll update the tutorials if need be.

Edit: ouch! I just noticed it's been almost 7 years since I posted that tut!
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Old 04-02-2012, 09:00 PM   #11
Fallen Guardian
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Yeah, I fixed it. The conversation starts just fine now. I used the geometry newbiemodder provided, as well as the script HH provided and everything worked. Granted, I had to up the values of the geometry from what newbiemodder originally posted to actually fill the space I needed, but even before I did that it still worked.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version
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